Thursday, May 1, 2014

Strange Stars Art

The Strange Stars project moves forward. here's a sampling the artwork being diligently turned out:

This is a spacecraft approaching the a hyperspace gate as rendered by David Lewis Johnson.

Here's a face only an exowomb could love: a gnome of Dzrrn, again by David Johnson.

It's not all passing out literature and proselytizing for the Instrumentality of Aom. This spy drawn by Waclaw Wysocki serves their interests, as well.

Wednesday, April 30, 2014

Wednesday Comics: Delloran Revisited

Here's the next installment of  Jim Starlin's Metamorphosis Odyssey. The earlier posts in the series can be found here.

"Delloran Revisited (Metamorphosis Odyssey Chapter VII)"
Epic Illustrated #4 (Winter 1980) Story & Art by James Starlin

Synopsis: Aknaton and Vanth arrive on Delloran, a once thriving world devastated by the Zygoteans. Vanth doesn't understand why they're here instead of taking the fight to the Zygotean menace. He also hasn't heard Aknaton's plan for how they're going to defeat them.

Aknaton tells him that the Osirosians created a device called he Horn of Infinity. "When the device is activated, the threat of the Zygoteans will end." Aknaton doesn't know where the Horn is. To protect it, he gave it to an immortal, artificial being to hide, and that being will only reveal its location when a certain verse is recited to him by an Osirosian. The artificial man was ordered to await an Osirosian on Delloran.

Aknaton's mystic senses quickly located him amid the blasted ruins:


Aknaton tells Joenis he has come for the key. Joenis replies that he still has it. He has protected it for 100,000 years from pirates, demons, thieves, magicians, and Zygoteans. Many have died seeking the treasure. Through all that, Joenis has realized something:


"You know it's secret, then?" Aknaton asks.

Joenis says he does and he admits he thought about destroying the key at times. His programming was too strong, and too, after the destruction of Delloran, he came to see that Aknaton's plan was right. He gives the Osirosian the key, glad to be rid of it.

Aknaton turns to go. Vanth asks Joenis if he wants to go with them, but he declines. When the two visitors have gone, Joenis puts a gun to his head.

Vanth hears the gun fire. Aknaton tells him he saw the pistol in Joenis' bag.


Aknaton tells Vanth he prays that the Byfrexian will be half as worthy as Joenis.

Things to Notice:
  • Again we get hints at the terribleness, but necessity of Aknaton's plan.
Commentary: 
Vanth continues to interact with Aknaton very differently than the rest of the characters. To Vanth, he's just another guy, not an object for awe, fear, or reverence.

"Joenis" is probably meant to suggest Jonas, a variant of Jonah. Jonah (Yonah) is the Biblical prophet famous for getting swallowed by a fish/whale. The name means "dove" in Hebrew. Joenis Soule is a "dove," a "peaceful soul" who kills himself rather than go along with what he knows is coming, what Aknaton is planning.

Monday, April 28, 2014

Old Soldier


The military of the Radiant Polity consisted of one soldier, and that man was named Hannibal Tecumseh Early. It was he who held the hyperspace nodes against the tide of 23 Enigma enraged hordes, saving the lives of thousand of moravec citizens; he who smashed the torture gardens of the Algosians and drove them back into the Expanse, and he who was vilified in the noosphere after his heavy handed tactics against the Aomist separatists of Wallach.

Early mostly appears as a steely-eyed, taciturn veteran of late middle years, but when necessary ten of thousands of versions of him were embodied in battleships and war fogs, spy drones and strategic minds. The Early war machine was manufactured to whatever size was needed, but at least one Early was kept in hibernation, as a reserve.

When the Radiant Polity began to disintegrate, Early's military might was turned against himself. Aomist hacks of Early fought to the death against secular ones. He performed interrogations on himself, knowing for certain at what point his resistance would break. In some habitats, memes and conditioned responses extracted from his mind were introduced into the psyches of the populace to ensure unwavering public support for the war effort.

When the Radiant Polity was gone, the Instrumentality of Aom thanked him for his service and requested his seppuku in recompense for his war crimes. Early did as ordered, a soldier to the last.

It's rumored that not all copies of Hannibal Early were destroyed. Balladeers claim that the old solider still hibersleeps in some remote location, his armor and weapons, arrayed around him, waiting.

Sunday, April 27, 2014

Banana Republics


I don't mean the clothing retailer, or even merely the political science term in its broadest since, but instead something matching O. Henry's original use to describe his fictional Central America country of Anchuria in Cabbages and Kings (1904). The banana republic then is a sort of sultry colonial companion to the Old World charm of the Ruritania: A fictional, politically unstable Latin American or Caribbean country under the thumb of foreign interests. In gaming terms, it might be the more cynical (and perhaps more interesting) result of the standard D&D endgame.

The real world prototype of the banana republic was Honduras in the late 19th to early 20th Century; a nation that fell more and more under the thrall of U.S. fruit companies. The mercenary army of the Cuyamel Fruit even toppled the elected government and installed General Lee Christmas as commander in chief of the Honduran Army and U.S. Consul. Guatemala in the 1950s shared a similar fate when the elected government was successfully painted as pro-Communist to the U.S. government because they were anti-the United Fruit Company. These examples have the banana republic essentials: greedy foreigners, downtrodden peasantry, passionate revolutionaries, corrupt oligarchs, violent mercenaries, and torrid jungle.

In real-life, adventurers (we could even call them murderhoboes) like William Walker set up regimes pretty much fitting the banana republic mold in the mid-nineteenth century. Unlike the Ruritanian Rogue, your foreign rogue in a banana republic might be a central player in the countries woes instead of just having to deal with them.

Here's a list of fictional Latin American countries. There were a lot of likely banana republics in 80s TV and film, though they weren't always potrayed specifically in those terms. Good examples include Costaguana from Joseph Conrad's Nostromo and Queimada from the film Burn! (1969). Though the Zapata Western (either in its Italian or American form) is always set in Mexico, its themes, roquish characters, and ample chili con carnage are good inspirations for a banana republic based game.

Wednesday, April 23, 2014

Odyssey Delayed


No new chapter of Starlin's Metamorphosis Odyssey today on account of illness. Catch up on the old entries and I'll see you next week.

Monday, April 21, 2014

Infinite Earths

This a diagram of "major divergences" of parallel realities in Mark Gruenwald's A Primer on Reality in Comic Books. Things have only gotten more complicated since 1977.

DC has always had more alternate earths, thanks to their desire to explain away continuity errors by saying they took place in another reality (Marvel No-Prizes were simpler), but then Crisis came and they got rid of them all. After a few more crises, they came back though. Check out a list of them here.

Marvel traditionally had very few and didn't give them number (too DC, I guess). In 1983, Alan Moore and Alan Davis did a story for Marvel UK where the main Marvel earth was given the designation 616. Fans ran with that, and from a throwaway line, Marvel parallel Earths got numbers, too. Find them here. Of course, this probably doesn't catalog all the dystopian alternate futures the X-Men wind up in. Those guys just can't catch a break.

Any, I'm sure all of this can be plenty useful for a superhero game.

Sunday, April 20, 2014

Send in the Clones

Orphan Black returned for it's second season last night, and I watched a few episodes of the Netflix-only final season of Clone Wars, so I have clones on my mind. Here are a couple of clone-related campaign ideas:

Art by Julie Baroh
Clones Underground
Dungeon exploration is dangerous business, but lucrative. Some wealthy land, ruled by a wizard (or wizards) might contrive to save on the risk (and potential challengers to their rule) by raising alchemical clones of themselves and their own companions to deliver the treasures to them. Using clones easily allows for replacement of dead characters, and the wizard serves as both patron--and perhaps future adversary.

Dupes
As in "duplicates". Maybe. Mashup the Bourne Identity and Orphan Black and throw it into Night's Black Agents and you've got sleeper clone agents created by an occult conspiracy. The characters must unravel the mystery of their own identity while staying ahead of there pursuers.

Of course, any speculation about vampiric "soul clones" (as put forward by Chuck Loridans, inspired by the events of The Legend of the 7 Golden Vampires) is left the GM to indulge in at their own discretion.